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Messages - jsj795

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466
Art / Re: Sprite help for Axe game
« on: June 07, 2010, 06:31:18 pm »
8x8 white robed wizard... I fail at sprite art too, but I tried.
btw they are monochrome.

Top Left: facing right
Top Right: facing left
Bottom Left: front
Bottom Right: back

Feel free to edit the sprites and modify as you see fit.

467
Axe / Re: Tilemapping efficiently
« on: June 07, 2010, 06:15:38 pm »
I guess RLE is made for Portal X since it doesn't require scrolling :)

468
okay, I guess it will be clear once I start coding on calc :P

469
Axe / Re: Tilemapping efficiently
« on: June 07, 2010, 04:56:55 pm »
How fast is the decompression tho? I don't think I can use RLE for mine, since mine will be more than 16 tiles, but graphmastur's seems interesting, because I need different tile sprites for different orientation and property. Except it seems pretty hard to implement :P

470
One thing i would recommend from experience is to consider using 4x4 tiles, it makes collision SO much faster, as you only have to divide by 4 instead of 5.
hmm... okay, I'll try to make 4x4 for tiles... but what about the character sprite? it's hard to make even width sprite, that's why I wanted to do odd number width for all the tiles.
And my thought on collision was to set the middle pixel (for height it would be 4th and for width it would be 3rd pixel) of the sprite and look at which tile it was in and call the routine that handles each individual tile
(idk if I explained it right...)

oh and yunhua98 that looks awesome! I especially like the bomb explosion graphic!

471
My unnamed project... The image is just a concept, and more tiles are currently in work.
It'll be a platformer game, inspired heavily by portal X and Shift :P I am not sure if it will be grayscale or not yet, as I haven't even touched Axe yet (I'll be getting my calculator back tomorrow so yay!)

One problem that I'm having is that the tiles are 5x5 but my character sprite is 7x5... Which leads to the collision problem... I have an idea that I think will work, but that comes when I actually try it on calc. :P

472
Gaming Discussion / Re: Are you guys Excited about Starcraft II?
« on: June 07, 2010, 02:02:16 pm »
lol I wanna play now :P
I'll be able to once I get my new laptop (although it will be around August :(

473
Other Calculators / Re: A calculator game in GOOGLE ADS :O
« on: June 06, 2010, 10:34:13 pm »
there are water, and the fish enemy

474
Axe / Re: [Tutorial] Tilemaps in Axe Basic
« on: June 05, 2010, 10:46:22 am »
oh okay, and the half-byte 30X50 would be 750... lol i got it^^
I thought it would be more, like how in BASIC the matrix is huge :/

475
Gaming Discussion / Re: Are you guys Excited about Starcraft II?
« on: June 05, 2010, 10:23:35 am »
I saw that pic in one of the starcraft guide I had. And I gotta admit, that looks ugly :(

476
News / Re: Notice about OmnomIRC
« on: June 05, 2010, 10:13:58 am »
But, if I close the OmnomIRC tap and open multiple tabs for the forum, does that still take bandwidth? because I've been doing that all the time... If it does take lots of bandwidth, then it's not hard to switch back to one-tab browsing :)

477
Axe / Re: [Tutorial] Tilemaps in Axe Basic
« on: June 05, 2010, 10:09:46 am »
For the half byte tilemap, you can only display total of 16 sprites per map, even if the sprite size is less than 8*8, right?
And for the one byte tilemap, can you display total of 16*16 sprites? (too lazy to do math :P)
How big are the data in the Axe tho? Like, let's say I want 30x50 map with one byte tilemap. How much memory does it take?

478
Oh alright, thanks for explaining. I get it now ^^
So, if I want smaller sprites, I would multiply by smaller number instead of 8, right? But can the sprite be not square but rectangle? like, not 8x8 but like 8x16 (16 being the height and stuff)?

479
wow, it's really hard to figure out the codes X.X I guess I need to play around with Axe before I tackle this :D

480
My idea, idk if it will be feasible, because I'm hearing that half-byte scrolling is hard X.X
I don't have any experience with Axe yet :( I don't have my calc atm, but I'll be getting them back within 2 weeks :P So I have no idea if I will be able to code this, but seeing Portal X, if I can learn like crazy over the summer, it might (just might) be possible :D

It will be a platformer game, where you are trying to get to the exit, and along the way, there are obstacles (kind of like Portal, Shift, and all other puzzle platformers)
I don't want the stage to be restricted to the screen size, so I want it to be scrollable both horizontally and vertically. There will be a user-friendly map editor that will save the map into either the program or appvar.
What's different is that there will be a timer in which you will be trying to get to the exit as fast as possible, and to make it more interesting, when you clear the level within certain time, you will be given points that you can spend on to buy items that will help to clear the other stages.
Some of the obstacles I have thought of are:
Spikes (basically, most of these kind of platformers have them).
rocks (or cubes) that can be pushed around, or destroyed.
keys and locks.
weak floors that will be destroyed once you walk over them.
And many others that I don't want to reveal just yet ;)

I'm gonna try to work on sprites (don't know exactly what size it will be) before I actually start messing around with Axe.

Anyways, with the current Axe, will these be feasible? And are there any other contestants who are working on similar project? If there are, then it's not hard for me to change it since I haven't even started yet :P

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